Large Humanoid
AC 22 Cybernetic Shell    Initiative +2 (12)
HP 142 (11d12 + 77)
Speed 40 ft.
Mod Save
STR 25 +7 +11
DEX 14 +2 +2
CON 20 +5 +9
Mod Save
INT 8 −1 −1
WIS 13 +1 +5
CHA 15 +2 +2
Skills Arcana +4, Athletics +12, Intimidation +7, Survival +6
Vulnerabilities Lightning
Resistances All
Immunities Charmed, Prone
Gear Cybernetic Plating, Cybernetic Hammerhand, Cybernetic Boom Boom Lefthand, Cybernetic Stabilizer, Cybernetic Enhancement Suit
Senses Passive Perception 11
Languages None
CR 11 (XP 7,200; PB +4)
Traits

Vile Tribian Traits. Resistance to Fire, Dark Vision, Spell Casting

Spellcasting. Big is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Big has following spells prepared:
Cantrips (at will): [Fire Bolt], [Mending], [Thunder Clap]
1st level (3 slots): [Shield], [Feather Fall]

Actions

Multi Attack. Big makes one attack with his Cybernetic Hammerhand, and one shot with his Cybernetic Boom Boom Left hand

Cybernetic Hammerhand Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit:  (3d12 + 8) [bludgeoning] damage. Add +3d12 if Big is raging and this is the first attack that has hit this turn.

Cybernetic Boom Boom Left Hand Ranged Weapon Attack: +10 to hit, range 60/120 ft., 1 target. Hit: (3d12 + 4) [Force] damage. Add +3d12 if Big is raging and this is the first attack that has hit this turn.

Kadabra. Big moves instantly in a 40 ft. line. All creatures he moves through must make a DC: 21 dexterity saving throw or take 10d6 force damage are knocked back 20 ft and prone. Success means the target is not pushed back or knocked prone and takes only half damage. ABRA must be active to use this ability.

Alakazam! Big slams the ground causing it to rupture. This effect mimics the "earthquake" spell. Must have used Kadabra on the previous turn to use this ability and must not have moved since activating it to use this ability.

Bonus Actions

ABRA. Always be raging aggressively. Big has resistance to all damage except lightning. Big has advantage on all attacks. All enemies have advantage when attacking Big. 

Auto Repair. The cybernetic armor repairs some of Bigs wounds. He heals 1d12+5.

 

Reactions

Opportunity Attack. Big makes one Cybernetic Hammerhand attack.

Shield. Big casts Shield when hit by an attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Big was a cybernetically enhanced body guard for Dr. Taben. He stands somewhere over 8 ft. tall and is just as wide. He was blown up at the battle of Myriod Bridge and later found in Dr. Taben's Factory by the Heroes of Burg. He was intergrated and in charge of the factory's defenses. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Malazarion

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